Electronic Arts Command & Conquer Tiberian Sun, FireStorm video game User manual
Annonce
Annonce
Warning: To Owners of Projection Televisions
Still pictures or images may cause permanent picture-tube damage or mark the phosphor of the CRT. Avoid repeated or extended use of video games on large-screen projection televisions.
Epilepsy Warning
Please read before using this game or allowing your children to use it.
Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or light patterns in everyday life.
Such people may have a seizure while watching television images or playing certain video games. This may happen even if the person has no medical history of epilepsy or has never had any epileptic seizures.
If you or anyone in your family has ever had symptoms related to epilepsy
(seizures or loss of consciousness) when exposed to flashing lights, consult your doctor prior to playing.
We advise that parents should monitor the use of video games by their children. If you or your child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary movement or convulsion, while playing a video game, discontinue use IMMEDIATELY and consult your doctor.
Precautions to Take During Use
• Do not stand too close to the screen. Sit a good distance away from the screen, as far away as the length of the cable allows.
• Preferably play the game on a small screen.
• Avoid playing if you are tired or have not had much sleep.
• Make sure that the room in which you are playing is well lit.
• Rest for at least 10 to 15 minutes per hour while playing a video game.
TO INSTALL COMMAND & CONQUER™ TIBERIAN SUN™: FIRESTORM™
Before getting started, be sure to note the location of your Tiberian Sun directory.
WINDOWS® 95/98/NT AUTOPLAY
1. Insert the CD-ROM into your CD-ROM drive.
2. Click on “Install”
3. Click “Next” and read through the license agreement. When finished click the check box to agree or click “Cancel” to exit.
4. Follow the prompts to finish the installation.
WINDOWS® 95/98/NT MANUAL INSTALL
1. Click on the “Start” button.
2. Select the “Run” option on the menu.
3. Select “Browse” and go to your CD-ROM drive.
4. Double-click on the “Setup.exe” file. This may appear as “Setup” on some systems, but will always have a CD icon before it.
5. Click “OK”.
6. Follow the procedures outlined in the Autoplay section above.
ONCE IN THE INSTALL...
The installer program will locate the original Tiberian Sun and install
Firestorm into the same directory.
Note: You must have the original Tiberian Sun installed to play the game.
The game prompts you to overwrite the directory as it writes to the
Tiberium Sun directory replacing certain files. Click YES to begin installing.
AFTER THE INSTALL...
When you start you will have the option of playing either the original
Tiberian Sun or Firestorm. Make your selection and you will be presented with the Main Menu.
CONTENTS
BATTLE ASSESSMENT . . . . . . . . . . . . . . . . . . . . .4
ARSENAL UPDATES . . . . . . . . . . . . . . . . . . . . . . .13
GAME ENHANCEMENTS . . . . . . . . . . . . . . . . . . . .18
CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
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Personal Log: Commander Michael McNeil
Access: Red-7-Delta-Delta-9
December 12th, 2030
Lately, I look around and wonder how we got to this point. We continue in this struggle to survive the
Tiberian insanity. This bickering over food, the wars for supremacy, and the out of control mutations are increasing at what seems like an exponential rate.
Tiberium was supposed to change the world for the better, a limitless resource with unimaginable properties.
It may have started out as our best hope for a new and exciting future, but that future is not one that we designed. I wonder how the earth will look in another 50 years and if we will even recognise it? I just don’t know anymore. All I do know now is that Kane is dead. There’s no way he’s going to snake out of this one, I saw that evil light drain from his eyes when I ran him through. It’s too bad that the rest of the snake’s body is still wriggling around striking at anything that moves. Nod is broken and the new power players are stepping up to the plate. I know Slavik is licking his wounds and hatching new plans.
The turbulent and gloomy weather that we are seeing lately is a reflection of my faith. I can’t fight nature and this Tiberium beast which is ravaging us all.
I can only roll with the punches and keep pounding against the onslaught of doubt I have. Give me a hoard of Nod’s elite guards, those I can handle and beat, but this Tiberian plague is hard to grasp.
It is hard to even comprehend where to begin. I can only rely on the scientists and doctors who are diligently working on the problem. With Kane gone and his temple now in our hands maybe we can decipher what he was working on. We have the pieces of the puzzle now, we just have to figure out how they all fit together. Maybe the Tacitus can help lead us to those answers. Another week is what they say it will take to pack this place up and ship it out. It’s not soon enough, I hate sitting around waiting and watching.
Log Entry 635 - Slavik, Anton - Commander
Entry Date: 12-17-2030
Entry Time: 19:30 hours
Access Level: Gold-7-Epsilon-Gamma-62866
Burn them all! Nod has enough problems with the GDI jackals digging through the ruins of Kane’s temple, but now these new “Generals”, more like fools, continue to bicker and vie for power. I cannot allow this infighting to continue. The inner circle is divided and I need to remind them that even though Kane is gone, his plans live on.
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I will remind them of that. You would think they would know better than that by now. I have not survived death time after time and stood at Kane’s right hand this long to see everything crumble all around us. Our lack of communication and inaccurate information is a severe hindrance – without
CABAL’s presence, we are deaf and blind to the rest of the world. I cannot let anger distract me from my path. Kane’s plan will become reality – I will see to that. The steps have been taken and the machine has been set in motion. I will not let Nod degenerate into chaos as it did in the past. We are stronger than that – I am stronger than that; but first things first.
Tomorrow is going to be a busy day.
An analysis of Tiberium flora and fauna: Their ecological connections and possible impact.
Prepared for the Global Tiberium Crisis
Symposium of 2030
By G. Boudreau PhD, MD, MA
A Summary of our problem
Tiberium has changed all the rules. We are now certain that the substance is extra-terrestrial in nature, although we are still not certain of what the far-reaching effects of its presence will be on our planet. Dr.
Moebius’ work into the nature of Tiberium has only scratched the surface.
What we do know is that Tiberium is changing our planet – terra-forming it if you will – into something that will soon be unable to support human life, or in fact any standard terrestrial life forms.
Thousands of species, flora and fauna, even our ecosystem are being driven to the point of extinction, or worse, they are rapidly evolving into something unknown to us. We are seeing the laws of evolution set down by Darwin being torn asunder. Mutations and aberrations are occurring on a global scale with more frequency and with speeds that defy all known science. The mysterious path leading back to the root of our crisis stems in part from the information recently gathered by GDI forces from the mysterious artifact known as the Tacitus. This artifact, which was part of Kane’s experiments with Tiberium, is slowly relinquishing its secrets. Our new alliance with the Forgotten’s leader Tratos is yielding fantastic new information on this artifact and the mysteries of Tiberium. It is our hopes that more useful information will be made available on this subject very soon.
Tiberium
It would be best to start with Tiberium itself, named for the Tiber river near where the first meteor containing the substance was found. The effects of Tiberium were thought relatively harmless at first, in fact beneficial, but soon after hitting the soil Tiberium began leaching the heavier metals and minerals from the soil. These crystal formations gathered together and rose to the surface where they were easily collected and processed. Unfortunately, the terrible truth was eventually brought to light; Tiberium is highly toxic and spreads rapidly like some type of ecological virus. Our only barrier to its march across our planet is that all forms of Tiberium seem to have trouble spreading in extremely cold or dry climates. This is not to say that it will not grow there, but the harsh conditions seem to slow the process. There are several forms of Tiberium and each has its own unique method for spreading across the planet.
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The green formations are the most commonly found Tiberium crystals and have spread via three methods. The first and original way is via meteor bombardment. These meteors have appeared in increasing numbers and frequency, seeding new Tiberium patches and causing a great deal of collateral damage. The second method is by altering the genetic code of nearby plant life into “blossom trees” which release Tiberium spores into the surrounding air stream. The final growth pattern is simple selfreplication: given time the smallest Tiberium patch, even without a blossom tree, will spread to consume vast areas.
The second and relatively newest forms of Tiberium are blue crystals. Blue
Tiberium has two growth stages; the first appears much like the green variety except for its colour – that is, crystalline growth spreading across the ground. Much like its green counterpart, blue Tiberium leeches minerals from the ground, but is able to do so in larger concentrations.
These greater concentrations have the unfortunate side effect of making blue Tiberium highly volatile and explosive, making harvesting the crystals extremely dangerous. Blue Tiberium spreads by self-replication, but not nearly as fast as Green Tiberium.
A recent discovery has revealed another form of blue Tiberium. It is believed that this blue Tiberium forms larger crystalline structures that tower over the landscape and it is far more dangerous than its green counterpart. It is highly unstable and prone to explode, spreading its stored mass of crystals over the entire area quickly seeding the nearby landscape. We have witnessed whole convoys of troops decimated by a chain-reaction. The exact function of these blue monoliths is unknown, but it is a theory that it may be a new method for the distribution of Tiberium.
The third known form of Tiberium is the scourge of the seas and has been working its way through the crust of our planet for decades. Green and blue
Tiberium have been noticed on the sea floor along with a new form of algae colonies floating on the surface of nearly every ocean. Highly toxic in nature, these colonies are connected to small strands that attach back down to the sea floor, currently making sea voyages nearly impossible. This altered form of Tiberium does not seem to have any of the beneficial side effects of its land-based counterparts (i.e. the leeching of useful elements). Unfortunately, these colonies are slowly spreading towards our inland waterways. This action threatens to damage our drinking water supply and if we cannot stem the growth of this process, we may have much less time than we think.
The “Visceroid”
Visceroids were among the first mutated creatures to appear, many having been sighted during the first Tiberium War. The original specimens were weak, spherical creatures that could expel small clouds of toxic Tiberium gas. The newest forms are a collection of pre-sentient protoplasm. While smaller versions of the visceroids are relatively harmless, larger specimens can destroy entire cities. Using lightning-quick pseudopods to attack their prey, they can absorb a great deal of the kinetic energy, which contributes to their survival rate. Contact with these creatures is as deadly as touching pure Tiberium.
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The Visceroid population has increased dramatically, primarily due to the elevated levels of Tiberium poisoning in our atmosphere. Tiberium gas corrupts and breaks down virtually all living tissue that comes into contact with it (both plant or animal matter). While limited exposure can be treated, long term exposure, even with protection, causes a spontantaneous breakdown of the tissues. This change is virtually instantaneous once saturation levels in the cells reach a certain point. Smaller visceroids can merge to form larger versions, which are the more dangerous specimens.
There have been some unsubstantiated reports of visceroids reproducing, but most seem to be formed from the breakdown of terrestrial tissues.
Because of its direct connection to Tiberium, the visceroid appears to use the substance to repair damaged tissue, making them all but impossible to destroy in a Tiberium field. It is unclear at present what use the visceroids are to this newly forming ecosystem.
The “Tiberium Fiend”
While I would prefer to call this creature Canus Tiberius, the popular nomenclature insists that it is a fiend, and in retrospect, they may be right.
Indeed, even the appellation of Canus is misleading, for the fiend is canine in shape only.
This “Fiend” is another example of Earth’s life forms being changed or reengineered by the Tiberium poisoning. Unlike Visceroids, which break down and change the consistency of the living tissues, the Tiberium fiend is some sort of forced evolution from existing life forms. The fiend usually appears as a quadruped similar in shape to a terrestrial dog, but more the size of a large horse or small elephant. The underlying skin is usually a blackish-brown to red color, but in most cases this is completely covered by a growth of pure Tiberium crystals on its back.
The fiend has also adapted to its environment; it shares the visceroid’s ability to heal itself in Tiberium, and is well camouflaged against detection when it burrows in a Tiberium field. In addition, the fiend has the ability to launch Tiberium shards from its body with incredible force, causing severe punctures and/or lacerations, as well as poisoning from the Tiberium itself.
The fiend is obviously meant to be the predator of this new ecosystem. It is incredibly aggressive, yet remarkably intelligent as well. There are documented cases of members of the Forgotten training (if not domesticating) fiends for use as “guard dogs”. Specimens have also been seen responding to perceived acts of kindness.
The “Veinhole”/Tiberium Veins (a.k.a. Veinhole Monster, VHM)
Veinholes are a newly discovered phenomena seen during the second
Tiberium War. Similar to the crystalline forms, Tiberium veins spread, but at a much more alarming rate. Unlike the blue or green Tiberium, the veins do not seem to leech the soil of nutrients but cover it completely. Invariably, the veins originate from a large central mass, which has several animal aspects, including a “mouth” of sorts. Many witnesses have seen living creatures torn apart by the veins, with those parts moved to the central mouth and (it is rumored) consumed. It is highly agitated by vibrations and kinetic energy, and will tear apart anything using pseudopods formed from the vein materials. Smaller units such as our infantry and light vehicle can usually cross before sufficiently agitating the veins.
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I suspect that the “veinhole monster” as it is called, is similar to a terrestrial Venus flytrap, collecting living tissues in order to spread its mass further. Thankfully, this creature is relatively easy to dispatch, as the life of the whole is tied to the mouth. Killing the central mass destroys the whole, where the remaining veins mass withers and slowly dies. As observed in field tests, hover-capable vehicles, aircraft, or infantry are highly recommended for this task. However, the defence mechanism of the VHM is still deadly – it emits clouds of highly concentrated Tiberium gas when its life is threatened. This gas can damage any vehicles near it and even kill infantry.
On a side note, as with all fanatic groups of late, Nod has found a use for the VHM. The veins seem to be composed of a solidified version of the gas that the crystalline Tiberium emits. Nod has found a way to harvest this substance and place it in a warhead delivery system. Using such a weapon is an unspeakable act, since the detonation of such a device would not only corrode most materials in the area, but also subject any living tissues to the Tiberium gas, almost certainly dissolving those within the blast, potentially turning them into visceroids.
We must examine all of these new life forms and determine if we are seeing the birth of new species or the extinction of our own. We must understand and control this Tiberium plague before it consumes our world.
Blue Level Access – Eyes Only
GDI Briefing 26-8/A: The Technological Advancements of the Second
Tiberium War (TWII)
Presented by, First Lieutenant Chandra.
War breeds innovation and it seems that only through conflict can we rapidly advance our military technology. We have spent many resources and man-hours analyzing the battle data reports. Improvements have been made and innovations attained. We will not fall behind in our race to quell the growing darkness that is enveloping our world. What is contained within this briefing is a detailed analysis of the latest GDI and Nod innovations. With Nod splintered, we have been fortunate enough to acquire more accurate and up to date information from the Nod war labs.
GDI ARSENAL UPDATES:
JUMP JET INFANTRY
The jump jet trooper’s primary advancement is in its sensor package. We have increased their sensory range and their ability to locate cloaking fields while in flight. Unlike the earlier models of the jump suits, new models move faster and can detect cloaked bases or units from the air. The increase in
Nod’s stealth technology and the loss of many jump-troopers in flight made this upgrade a dire necessity.
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DEPLOYABLE SENSOR ARRAY (DSA)
With the addition of the Limpet Drones to the GDI (and, it is rumored, Nod) arsenal it became necessary to upgrade the
DSA to detect these drones. The DSA can now detect most forms of otherwise invisible drones and mines in addition to the cloaked and subterranean units it can already locate.
ELECTROMAGNETIC PULSE CANNON (EMP CANNON)
We have upgraded all of our EMP Cannons to reflect the ever-changing arms race. The addition of the mine/drone technology inspired this change to the EMP technology. A higher resonance factor was incorporated into the EM pulse blast which causes all drones in its area of effect to detonate instantly, making minefield clearing fast and efficient. The resonance factor also short circuits subterranean units’ guidance systems, causing them to surface immediately.
NEW GDI & NOD ARSENAL ADDITIONS:
MOBILE EMP CANNON (MEMP)
RANGE: Medium (circular area of effect)
ARMOUR: Light
WEAPON: Electromagnetic Pulse Wave
GDI Arsenal
The Mobile Electromagnetic Pulse Cannon is a new addition to the GDI arsenal. This lightly armoured unit now allows us to take down small groups of vehicles in a quick radial blast.
The pulse blast is capable of incapacitating vehicles, destroying cloaked drones, and even shorting out subterranean units guidance systems causing them to surface. Sacrifices had to be made, of course; this unit has a lengthy capacitor recharge rate as well as a severe decrease in effective range compared to a fixed placement EMP cannon.
JUGGERNAUT
RANGE: Long
ARMOUR: Light
WEAPON: 3 120mm Cannons
GDI Arsenal
Analysis of our previous battle data during the last campaign brought to the surface the fact that GDI forces lacked effective long-range support fire. Using a modification of both the Titan delivery system and ship-based artillery technology, our technicians have come up with a tremendously powerful weapon.
The Juggernaut, although slow, can deliver a lethal barrage of shells at long range. This unit is a much-needed addition to our arsenal and can soften up even the most well protected bases with relative ease. The limitations of the
Juggernaut come from the fact that it has a slow firing rate and has to deploy to fire. It is utterly defenceless when not deployed. In addition, being a longrange weapon has another drawback; its effective minimum range is limited, so be cautious about how close to the front line battles you deploy this unit.
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DROP POD CONTROL PLUG
RANGE: Global
ARMOUR: N/A
WEAPON: Veteran Infantry Drop Pods
GDI Arsenal
This new addition to the Upgrade Center has finally been perfected. GDI may now make use of the Infantry Drop Pods in combat on a global scale. Unlike paratroopers of the 20th century, these drop pods can deliver their troops from the orbital command stations to any battle location with greater accuracy and speed. Only veteran infantry members have been chosen for these decisive strikes. We never want to send our troops in unprotected so the drop pods have been equipped with an anti-personnel weapon built into the exterior to help clear the path for your deploying troops.
MOBILE WAR FACTORY (MWF) / FIST OF NOD (FON)
RANGE: N/A
ARMOUR: Heavy
WEAPON: N/A
GDI & NOD Arsenal
The Mobile War Factory affords us countless new opportunities. This new unit allows us to move unit production to anywhere our forces need them.
Although slow and costly to produce this unit allows you to setup a mobile staging ground anywhere as the battle lines move. Protect this unarmed unit as you move your forces around the battlefield. Our production site worked hard and fast on this unit. However, recent reports indicate that
Nod forces have a similar vehicle in production named the Fist of Nod.
LIMPET DRONES
RANGE: Short
ARMOUR: None
WEAPON: Special
GDI & NOD Arsenal
The Limpet Drone was developed as an optional method of detecting Nod bases blanketed with a stealth generation field, and has been used by our covert operations teams. When deployed, the drone buries itself and waits for any passing vehicle before it attaches itself to the underside of that unit. The device requires a mass larger than a man before it activates. The drone has two effects: first, it interferes with the electrical system of the vehicle slowing it down to a crawl. Second, it contains a highly sophisticated sensor/camera device that reveals terrain and relays the recon data back to the radar facility. You will see what the “limped” unit sees. The drone attaches itself by spot-welding, so it can only be removed using an automated repair bay or the equivalent. It is rumored that Nod has also procured this technology for its own use.
MOBILE STEALTH GENERATOR (MSG)
RANGE: Medium (circular area of effect)
ARMOUR: Light
WEAPON: Cloaking field
NOD Arsenal
The information on this unit is incomplete and only one has been seen in the field to date. The MSG is Nod’s mobile version of their stealth generator. Fortunately, early reports show that the MSG must be fully deployed in order to function (movement seems to interfere with the stealth fields when used on such a large scale). This unit also has a much smaller area of effect than its immobile equivalent.
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REAPER
RANGE: Medium/Short
ARMOUR: Light
WEAPON: Multiple missile launcher & Anti-personnel netting launcher
NOD Arsenal
The existence of this Nod unit is only a rumour, though it is already a staple topic of gossip. The reaper appears to be a cyborg torso attached to an all-terrain walker base. From early reports, it seems to be equipped with dual cluster-missile cannons (similar to Nod’s larger and more powerful multi-missile) and an anti-personal net launcher. Only blurred recon photos of this unit exist (most believe the photos are doctored or are of some new Tiberium-spawned life forms).
Unit Addendum:
Rumours exist of other Nod inventions that were never fully produced, and with Kane now dead and the remaining Nod forces in disarray, it is doubtful we shall ever see them. Keep in touch with our intel division to follow up on any other details that might arise.
GAME ENHANCEMENTS
New Key Assignments
We have modified Firestorm to make selecting specific units types easier.
To select all units of one type first select a unit and then press T.
All units of that particular type (only units seen on the playing screen) will be selected.
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Random Map Generator
The random map generator has been updated with many new features designed to add even more possibilities to the multiplayer experience.
New Environment:
MUTATED
This environment represents the increasingly devastated landscape caused by Tiberium poisoning. It includes the new flora and landscapes found in the Firestorm solo missions.
Updated Slider:
TIBERIUM FIELDS
The random map generator will now add blue Tiberium and green Tiberium blossom trees to your Tiberium fields. This will allow for more strategic resource collection and longer games on random maps.
New Slider:
VEINHOLES
This option adds the deadly Veinhole Monsters to a random map. You can add up to five veinholes to your map, but beware – the veins will spread quickly.
New Buttons:
ION STORMS, TRANSITIONS, LIFEFORMS
Ion Storms:
Selecting this button will cause ion storms to occur on your map at random intervals.
Transitions:
Selecting this will cause night and day transitions on your map, beginning from the time of day that you selected with the
Time of Day drop-down menu.
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Lifeforms:
Selecting this button will place a random amount of
Tiberium lifeforms on your map (this includes adult and baby Visceroids,
Tiberium Fiends and Tiberium Floaters).
Note:
Maps created with the Firestorm updated random map generator will not function with a previous version of Tiberian Sun without Firestorm.
NEW GAME FEATURE: WORLD
DOMINATION TOUR (WDT)
The World Domination Tour (WDT) feature takes the battle between
GDI and NOD to a whole new level.
WDT pits GDI and NOD players against one another in a multiplayer slugfest to control the world.
Players battle in various contested territories with pre-defined map conditions set for each territory. At the end of the day, the outcome of all of the battles fought in each territory determines which side controls that territory.
The battle lines between these two sides pushes forward or falls back based on who controls each territory. As the battle lines move, new territories become contested. Over time, one side eventually wins control and the bragging rights for their faction.
Once you have navigated through a few menu options you are brought into the current battle map display (see above picture). On this map you see the NOD territories (red regions), GDI territories (gold regions), and contested territories (striped regions). You can select to fight in any of the contested territories.
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Each territory has been setup to provide a diverse range of multiplayer games to play. When you move the cursor over any contested territory, a listing of the battle conditions set for that map are displayed. For example, the Tech level might be lowered or you might start with less money. Some contested territories are harder to take over than others, so look over this information before jumping into any game.When you move the cursor over any GDI or NOD territory you will see statistical information about that territory; Population, GNP, or threat levels let you see how the rest of the world is surviving.
This is just a general overview of WDT please refer to the HELP.HTML file for a more in-depth discussion and the latest information on this option.
This file is located in the HELP folder of the Firestorm CD.
CREDITS
Executive Producer:
Brett W. Sperry
Producer:
Rade Stojsavljevic
Associate Producer:
Joseph Selinske
Technical Direction:
Steve Wetherill
Lead Programmer:
Denzil E. Long
Programmers:
Steve Clinard, Joe Howes, Gavin Snyder
Additional Programming:
Joe Bostic, Steve Tall,
Bret Ambrose, Maria Del Mar McCready Legg
Lead Designers:
Patrick Pannullo, Adam Isgreen
Designers:
John Archer, Michael Lightner, Joe Gernert,
Lloyd Bell
Lead 3D Artist:
Eric Gooch
Lead Ingame Artists:
Joseph B. Hewitt IV, Matt Hansel
3D Artists:
Kevin “Q” Quattro, Jim May, Chuck Carter,
Terrence Walker, Matt Hansel, Dan Lyons, Koji Kuramura
Ingame Art:
Ferby Miguel
Additional Ingame Art:
Alan Blouin, Ken Raschko
Conceptual Artwork:
T.J. Frame, Val Mayerik, Matt
Hansel
Art Compression:
Tim Fritz
Audio Director:
Paul S. Mudra
Original Soundtrack:
Frank Klepacki
Sound Design:
Dwight K. Okahara Paul S. Mudra
Quality Assurance Management:
Glenn Sperry,
Mike Meischeid
Quality Assurance Lead:
Shane Dietrich
Quality Assurance Assistant Lead:
Chris Blevens
Data Entry:
Rhoda Anderson
Quality Assurance Tech:
Troy Leonard
Quality Assurance Testers:
D’andre Campbell, Mike Smith, Steve Shockey, Jon Hall,
Levi Luke, DeMarlo Lewis, Steve Laity, Randy Stafford,
Chad Fletcher, Paul Winegardner, Alex Colom, Richard
Rasmussen, Jason Campbell, Clint Autrey, Jason Primas,
Justin Bloom, Michael Chatterton, Beau Hopkins, Bill
Baca, Ryan Vervack
Box Design:
Victoria Hart, Mahoney Design
Manual:
Patrick Pannullo, Joseph Selinske, David
Lamoreaux
Marketing:
Laura Miele, Lincoln Hershberger, Aaron
Cohen, Chris Rubyor, Victoria Hart, Ted Morris
Localisation Manager:
Paul S. Mudra
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Localisation Project Manager for Europe:
Sonia “Sam” Yazmadjian
Audio Manager for Europe:
David Lapp
French Localisation:
Christine Jean (responsable), Stéphane Radoux,
Nathalie Duret, Phuong Tran-Mai
Recording Studio:
Le Lotus Rose (Paris)
German Localisation:
Michaela Bartelt, Bettina Bachon,
Claudia Stevens, Robert Böck, Rolf D. Busch
Recording Studio:
Studio Fröhling (Düsseldorf)
In-Game Unit Voices:
John Archer, Andre Arsenault, Mike Bell, Alan Blouin, Aaron
Cohen, Richard Donnelly, Gary Freeman, Melissa Gamez,
Joseph B. Hewitt IV, Joe Howes, Frank Klepacki, Michael
Legg, Mike Lightner, Colin McLaughlin, Patrick Pannullo,
Kevin “Q” Quattro, Joseph Selinske, David Yee
FIRESTORM CAST
Tratos:
Patrick Bauchau
General Slavik:
Frank Zagarino
General Cortez:
Efrain Figueroa
Dr. Boudreau:
Linnea Pyne
Lab Technician:
Tina Le
General Marzaq :
Nicholas Worth
NOD General 1:
Tom Wyner
NOD General 2:
Steven Wollenberg
NOD General 3:
Michael Hegedus
Command Control Officers:
John Branch,
McKenzie Woodcock
Command Control Technicians:
Chris Nation,
Troy Mclaughlin, Heather Nickens, Anna Chudora
NOD Lieutenant:
Jeff Soskin, Anthony Clay
Kane:
Joe Kucan
Umaagon Body Double:
Veronica Becerra
Cabal Voice:
Milton James
Eva Voice:
Jessica Straus
Chandra Voice:
Kris Iyer
FIRESTORM FILM CREW
Producer:
Donny Miele
Director:
Joseph D. Kucan
Screenplay:
Patrick Barry, Paul Robinson, Adam Isgreen
Director of Photography:
Kurt Rauf
Editor:
Curt Weintraub
Visual Effects Supervisor:
Kevin Becquet
Ultimatte Operator:
Bob Kurtez
Production Sound:
Paul S. Mudra, Dwight Okahara
Casting Director:
Marilee Lear, CSA
Effects Make Up:
Ron Wild
1st Assistant Director:
Eddie Ficket
2nd Assistant Director:
Frank Carillo
Production Co-ordinator:
Nicci Freeman
Gaffer:
Mike Roach
Grip:
Jerremy Settles
Carpenter:
Bobby Joyce
Key Hair:
Allison Bonono
Make Up:
Nicole Frank
Wardrobe:
Tracy Bohl
Costume Fabrication:
Sandy Wyndom
Script Supervisor:
Mark Thomas
1st Production Assistant:
Jason Campbell
2nd Production Assistant:
Levi Luke
Boom Operator:
Richard Rasmussen
Storyboard Artist:
Steven Debonrepos
Reader:
Finley Bolton
Stunt Co-ordinator:
Greg Anderson
Stunts:
Troy Mclaughlin, Stephine Costello, Todd Lester
Fizmõ Operators:
Dwight K. Okahara, Adam Isgreen
Special Thanks:
Fizmõ 2000
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Notice
ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS IN THIS PRODUCT
DESCRIBED IN THIS MANUAL AT ANY TIME AND WITHOUT NOTICE. THIS MANUAL, AND THE
SOFTWARE DESCRIBED IN THIS MANUAL, IS UNDER COPYRIGHT. ALL RIGHTS ARE RESERVED. NO
PART OF THIS MANUAL OR THE DESCRIBED SOFTWARE MAY BE COPIED, REPRODUCED,
TRANSLATED OR REDUCED TO ANY ELECTRONIC MEDIUM OR MACHINE-READABLE FORM
WITHOUT THE PRIOR WRITTEN CONSENT OF ELECTRONIC ARTS LIMITED, PO BOX 835, SLOUGH,
BERKS, SL3 8XU, ENGLAND. ELECTRONIC ARTS MAKES NO WARRANTIES, CONDITIONS OR
REPRESENTATIONS EXPRESS OR IMPLIED, WITH RESPECT TO THIS MANUAL, ITS QUALITY,
MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THIS MANUAL IS PROVIDED “AS
IS”. ELECTRONIC ARTS MAKES CERTAIN LIMITED WARRANTIES WITH RESPECT TO THE SOFTWARE
AND THE MEDIA FOR THE SOFTWARE. IN NO EVENT SHALL ELECTRONIC ARTS BE LIABLE FOR
ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES. THESE TERMS AND CONDITIONS DO
NOT AFFECT OR PREJUDICE THE STATUTORY RIGHTS OF A PURCHASER IN ANY CASE WHERE A
PURCHASER IS A CONSUMER ACQUIRING GOODS OTHERWISE THAN IN THE COURSE OF A
BUSINESS.
Limited Warranty
Electronic Arts warrants to the original purchaser of this computer software product that the recording media on which the software programs are recorded will be free from defects in materials and workmanship for 12 months from the date of purchase. During such period defective media will be replaced if the original product is returned to Electronic Arts at the address at the rear of this document, together with a dated proof of purchase, a statement describing the defects, the faulty media and your return address.
This warranty is in addition to, and does not affect your statutory rights in any way.
This warranty does not apply to the software program themselves, which are provided “as is”, nor does it apply to media which has been subject to misuse, damage or excessive wear.
Returns After Warranty
Electronic Arts will replace user-damaged media, current stocks allowing, if the original media is returned with a cheque or postal order for £7.50 per CD, payable to Electronic Arts Ltd.
Please remember to include full details of the defect, your name, address and, where possible, a daytime telephone number where we can contact you.
Electronic Arts Customer Warranty, P.O. Box 835, Slough, SL3 8XU, UK.
Software and documentation© 2000 Electronic Arts Inc. All rights reserved. Command & Conquer,
Tiberian Sun, FireStorm and Westwood Studios are trademarks or registered trademarks of
Electronic Arts in the U.S. and/or other countries. All rights reserved. Westwood Studios is an
Electronic Arts™ Inc. company. Windows is a registered trademark of Microsoft Corporation.
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